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Difference between revisions of "TODO-List"

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[[Category:Development]]
 
[[Category:Development]]
 
==Major Issue==
 
==Major Issue==
*Fix the editor
+
* Memory leaks : Assigned to Tobbi, fixed soon
** Quartz support
+
* See if anything is usefull in [[Editor_Ideas]]
**adding function/debug
+
**Re-writte/Translate code in C/C++ -> Not needed, [https://github.com/Grumbel/flexlay Flexlay] is based on Python/Qt4 now, not quite done yet, but can load SuperTux V2 levels
+
** See if anything is usefull in [[Editor_Ideas]]
+
  
 
==Minor Issue==
 
==Minor Issue==

Revision as of 13:14, 25 February 2015

This is a list of tasks and issues that might be worth to implement or fix. This list is however not an authorative list of things that must be done, its a collection of random things that pop up during development, therefore not everything in here might be well thought out or worth to implement. Use your brain before implementing anything on this list and always think about how useful a new feature would be in the context of the whole game or if a potential performance enhanchment, actually enhanchmes anything at all.

Major Issue

  • Memory leaks : Assigned to Tobbi, fixed soon
  • See if anything is usefull in Editor_Ideas

Minor Issue

  • Localisation improve
    • Translation of menu and worlds [1]
    • Support of add-ons translation

Graphic Tasks

  • animate cave background torch: data/images/tiles/background/backgroundtile3.png
Are that tiles really useful? --Hume 13:14, 31 August 2013 (UTC)
  • do parallax tiles (done, I think)
  • redraw/replace data/images/tiles/waterfall/
  • draw/redraw/replace for a ghostly word.
  • Frozen enemies
  • Improve fish
it also looks weird when fish disappears in transparent water
start of the jump should depend on top of water- i.e. be dynamic for moving water tiles
  • Animated explosion with particles (pop for short_fuse)
  • A finished owl
Can owl drop bombs? have to check, could then make skydive splat
Owl could probably drop game objects if this is not already set up
The editor will need to support owl objects
  • Consolidate/cleanup/organize image files and tilesets
  • Find a way to make the menu border work
  • A waterfall to match the new water look
  • Fix tiling issues
crystal cave tiles
brown castle tiles
some blue castle tiles
  • Fill out some of the new tilesets or remove (e.g. blue mtn.)
  • Separate out some tilesets (ice/forest/castle/etc.)
  • Animate some badguy deaths
  • LiveFire final sprite
  • Alternative candle sprites (animated background torches, glowing crystals, maybe a brazier/open flame, maybe a light bulb)
  • Need parallax versions of backgrounds
  • Visual effects for willowisp warp and level flip
  • Fix Tux graphics ugliness (floating debris outside of Tux and transparent holes inside)
  • Replace airarrow with one that is both visible and isn't confusing (maybe a glowing sprite w/o Tux)
  • General icons for jump and action buttons, can be used on billboards and in keybinding menu
the backflip billboard doesn't work if "jump with up" is not selected

To reimplant after SDL2 migration

Some good effects had to be removed because of some bug of SDL…

  • Splash effect when falling in water

Misc.

From previous TODO list, some point should be rethink, or may have been corrected …

Coding Standard Stuff

  • remove overuse of multi-inheritance
  • remove overuse of friend'ship
  • maybe mark interfaces as interfaces (ISerializable or SerializableInterface)
  • split files with multiple classes into multiple files with one class each
  • Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
  • check the code with Valgrind and profilers
  • use Vector in Physics for 'a' and 'v'
  • replace random generator with C++11 stuff
  • md5.hpp and random_generator.hpp could go to external/
  • write/finish scripts to automatically:
    • make all includes relative to top level dir
    • sort includes (.hpp file, then system includes, then other project files)
    • include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
    • remove trailing whitespace

Suggesions

  • more moving directories around?
    • addon/
    • audio/
    • control/
    • gui/
    • lisp/
    • math/
    • physfs/
    • sprite/
    • util/
    • video/
    • squirrel/ - for generic squirrel code
    • supertux/
      • worldmap/
      • trigger/
      • scripting/ - for scripting wrapper code
      • badguy/
      • object/
  • implement a system that allows to attach comments to specific regions in a level
  • implement a tool to "screenshot" a complete level
  • GameObject::RemoveListenerListEntry: Ughs, somebody trying to implement a list class within in the GameObject?!
  • add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's
  • make gravity constant-> To be discussed…
  • rename Vector -> Vector2f
  • get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least -> to think when upgrading to SDL2
  • resolution menu entry moves the wrong way around
  • having dictionary_manager in Lisp is extremely ugly
  • enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
  • file naming is inconsistent: some times we use '_' to separate words, sometimes we don't
  • implement PNG screenshot
  • having hitbox in Sprite is fugly
  • add code that compares the last Log line with the current, if they are the same reject them and just output something like:
 ** last line has been repeated X times
  • implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
  • peaking up/down doesn't work properly
  • peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
  • cleanup scripting interface
  • replace cloud tiles with decals
  • add support for automatic scrolling backgrounds
  • add direct reading of Vector2f to Reader/lisp
  • refactor Camera code, break ugly long functions into pieces and such
  • allow fully custom magnification levels from command line (maybe GUI to if there is a proper/easy way to let the user enter numbers) (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
  • use AnchorPoint in Background instead of Alignment
  • allow gradients to parallax scroll like Background (make it optional)
  • add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
  • fix alpha blending in the SDL renderer, currently all sprites (Tux, etc.) appear transparent
  • shadow font glyphs bleed into other glyphs
  • sprite/sprite.cpp: frame should never get out of range:
 if((int)frame >= get_frames() || (int)frame < 0)
   log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
  • Surface::hflip() is used exactly once, should probally be part of the constructor

Scenegraph and Physics Engine Restructuring

  • random idea to restructure engine stuff (might lead to nicer code and easier scriptability (and a need to rewrite lots of stuff...):
   class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
   {
   private:
         PhysicsPtr box;
         SpritePtr sprite;
           
   public:
         SomeBadGuy(Engine& engine)  
         {
            box    = engine.physics().create_box(Rectf(0,0,32,32));
            box->register_listener(this);
            sprite = engine.graphics().create_and_add_sprite("Foobar");
         }
   
         void update(float delta)
         {
            // not much to do, as most stuff is done internally in the engine
            if (dead)
            {
                     sprite->replace_with("Foobar_dead");
            }
            else
            {
                   sprite->hide();
                   sprite->set_pos(box->get_pos());
           }
         }
   
         // no more draw(), done by the scene graph
   
         void on_collision(CollisionData data)
         {
           // respond
         }
   };

Random Notes

  • calculate the size of an background image that should fill the screen:
 image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
def calc(parallax, screen, tiles):
   return (1 - parallax) * screen + parallax * tiles * 32

Whats the point in adding new features while the existing features and badguys can't be used due to lack of images or animations?

As long as all these points haven't been fixed, Milestone 2 will not be considered as Stable, so won't be released.

Supported Resolutions

SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x. For resolutions higher, such as 2560x1600, upscaling will be used. For resolutions smaller, like 320x240 downscaling will be used.

Higher resolution graphics for 2x maginification might be provided. Lower res graphics for 0.5x maginification might be provided as well.

Resolution and magnification can be freely configured by the user within the given limits.

In tiles this means we have 40x25 (=1280x800px) tiles per screen.

Music Recode

Currently the music makes up a large chunk of the total tarball size. Compression could fix this:

  ,-- Size of data/music/*.ogg
  V
40MB - Current quality in SVN
24MB - Default oggenc quality (3)
14MB - oggenc at 0 quality
10MB - oggenc at -1 quality

No audible difference on my sound setup. -- grumbel